Familiars

I am not using the "Find Familiar" spell, as I feel it relegates the roll of the Familiar to an occasionally useful class feature. In my variant, a Familiar is a Tiny Beast or Construct that you have enchanted in much the same fashion as a magic item. Typically, the target creature is restrained in a circle while you mutter spells at it. The Familiar retains any abilities it had before being enchanted. You may only have one bonded Familiar.

Death of a Familiar: If a bonded Familiar is killed, the spellcaster immediately suffers Psychic Damage equal to their Level, reducing their Hit Point Maximum by an equal amount until completing a Long Rest. They are Stunned until the end of their next Turn & immediately suffer an automatic failure of Concentration. In the event the Spellcaster dies, the Familiar suffers similarly, & expires if it has lived beyond it's normal lifespan.

Breaking the Bond: You may choose to end the Bond by making a Wisdom save (DC: 15) & taking an Action to do so. Both you & your Familiar suffer Psychic damage equal to half your Level. A Familiar with an Intelligence of 6+ may choose to do the same at any time. Dismissed or Rogue Familiars maintain all enhancements.

Familiar Features
The Base Familiar has the following features

  • Telepathic Bond:You may communicate telepathically with your Familiar up to 100ft
  • Shared Senses: You may see or hear through your Familiar, though you are Blind/Deaf while doing so
  • Spell Sharing: Any spell that has a Range of "Self" can also include your Familiar if you are touching it

Enhanced Features
The following traits may be added to a Familiar, with the equivalent time & gold requirement of creating a Magic Item. The list is not meant to be exhaustive, merely providing guidelines

Common

  • Spell Conduit: The Familiar may deliver any spell with a Range of "Touch" as a Reaction. Use your Melee Spell Roll for this effect
  • Longevity: The Familiar has a lifespan equivalent to it's bonded caster
  • Improved Sharing: Spells that target "Self" also include your Familiar up to the range of the Bond
  • Resistance: When within the range of the Bond, your Familiar gains Proficiency in any Saving Throws you are also proficient in
  • Loyalty: The Familiar is permanently Charmed, & is immune to other Charm effects
  • Improved Bond: The range of your Bond is now a 1000 ft
  • Arcane Channel: If the Familiar is within 5ft of you when you cast a spell, you can transfer the Arcane Heat to it.

Uncommon

  • Hearty: Your Familiar has either the maximum Hit points for it's type, or Hit Points equal to your Level x2, whichever is greater.
  • Fierce: Your Familiar adds your Proficiency Bonus to Attack Rolls, Damage Rolls, & AC
  • Enlarged: Your Familiar may become Small in size at will
  • Magic Fang: The Familiar's natural attacks deal Magical Damage
  • Greater Bond: The range of your Bond is now 1 Mile
  • Spell Lens: When you cast any Spell, your Familar may use it's Reaction to become the source point for the spell when within Bond range
  • Skilled: The Familiar gains Proficiency in a Skill, using your Proficiency bonus

Rare

  • Awakened: The Familiar gains an Intelligence, Wisdom & Charisma score of 10 if not already higher. It gains the ability to speak one language you know.
  • Greater Enlargement: Your Familiar may become Medium in size at will
  • Life Link: When you or your familiar suffer damage, either one may use a Reaction to split the damage between you.
  • Spell Storing: Your Familiar may hold up to a 3 Levels of spells, casting them on it's Action
  • Supreme Bond: The range of your Bond is now indefinite
  • Cantrip: The Familiar gains the use of a specific Cantrip known to you. It uses your Level & Attack roll

Very Rare

  • Greater Awakening: One Attribute is raised to a 19
  • Supreme Enlargement: Your Familiar may become Large in size at will
  • Apprentice: (must be Awakened) Your Familiar can assist Creation times as if a Wizard half your Level. The Familiar can prepare a number of additional spells for your use equivalent to the same number.
  • Breath Weapon: The Familiar gains a Breath Weapon, regaining it's use on a 5-6. The weapon deals 8d6 Magic Damage in either a cone or line, decided when this effect is selected.
  • Arcane Conduit: While your Familiar is within 5ft, it acts as an Arcane Focus & the familiar may use it's Action to cast spells as if you were casting them, using your Spell Slots